Skills!

So when I was playing CDITDZ, I thought how cool this would be if you had more freedom for things you could do with your weapons.

So here we go!

Skills would be a secondary attack for your weapons. Skills would be purchased in a separate tab in the upgrade menu, and would be purchased with skill points. One skill point is awarded each round, and each skill costs two skill points. Only one skill can be purchased for each weapon, so you would have to choose which skill would best suit you. Skills would be activated using the required energy amount and pressing the corresponding button.

-Sword- [E] To Activate (With Sword In Hand)

Power Slice - One Energy Bar - When the next swing hits an enemy and destroys at least one voxel after skill activation, one of two things will happen. If the swing is fatal, the enemy will explode, in a similar fashion to Spidertrons or Fraptors (Flame Raptors, abbreviation idea by Khuzdel1). If the swing is not fatal, the enemy will be knocked over and flung a noticeable distance.

Hilt Smash - Two Energy Bars - When this skill is activated, the player will swing their hilt, hoping to hit the enemy. When an enemy is hit, the body part hit will malfunction and stop working. Headshots are fatal, torso shots stop the jetpack, and arms and legs won't work, as if they've been chopped off.

Sword Poke - One Energy Bar - When this skill is activated, the sword will jab forward. This destroys less voxels, but is not blockable by other swords.

-Bow- [E] To Activate (With Bow In Hand)

Explosive Shot - Four Energy Bars - When this skill is activated, the next arrow will explode on contact with any part of the level. As an added bonus, the arrow will still cut through enemies and set them on fire if the fire arrows upgrade is not yet purchased.

Sticky Arrow - One Energy Bar - When this skill is activated, the next arrow will do three things. 1) The arrow will make broken voxels stick to it, making it increase in size. 2) The arrow can stick to the arena. 3) Stuck arrows will injure enemies when walked on.

Multi-shot - Varying Amounts of Energy - When this skill is activated, the next shot will take one energy bar like normal, but keeping the bow drawn back will add more arrows to the bow, consuming more energy bars. A fully charged shot will fire four arrows at once.

-Hammer- [E] To Activate (With Hammer In Hand)

Heavy Smash - Two Energy Bars - When this skill is activated, the next hit on the arena will create a sort of shockwave, that pushes enemies back and makes them fall over.

Tornado Smash - Varying Amounts of Energy - When this skill is activated, the player will start swinging the hammer around in a circle. As this happens, more and more energy is required to keep going, and will stop when the player runs out of energy or stops using the skill.

Missile Rewire - Four Energy Bars - When this skill is activated, the next kill will send the enemy flying in the direction of the hit. Upon collision with anything, the enemy will explode.

-Jetpack- [R] To Activate

Fire Trail - Varying Amounts of Energy - When this skill is activated, power consumption by the jetpack will double, but a trail of fire will be left behind the player, burning any enemies who run into it.

Power Boost - Two Energy Bars - When this skill is activated, the player will teleport a certain distance through enemies, walls, and projectiles.

High Jump - Two Energy Bars - When this skill is activated, the player's jetpack will boost the player high into the air.

-Kick- [Q] To Activate

Flame Kick - Four Energy Bars - When this skill is activated, the next kick will set victims on fire. If the attack misses, however, the attack will still consume energy.

Power Punch - One Energy Bar - When this skill is activated, the player will punch. Punches, unlike kicks, can be aimed. Depending on where the punch lands, enemies will be knocked over for a shorter or longer time. Different robots have different weak points for punches.

Charge Kick - Varying Amounts of Energy - When this skill is activated, the next kick will be charged up, using more energy, until the kick button is released. The more energy used in a kick will result in a stronger kick.

-Player- [F] To Activate

Flame Breath - [Will be moved to the Skills section]

Perfect Deflect - One Energy Bar - When this skill is activated at the same time the player dies, the lost voxels will get auto-repaired. If it fails, however, the player will fall over as if they had been kicked.

Sprint - No Energy Required - When this skill is activated, the player will run. Running is slower then jetpacks, but faster then walking. This can keep going by holding the skill button.